I was able to learn how to post tables. Here are my monster PCs come to life. I will update with more, or possibly tweak existing ones if there's enough demand. Some of my favorite books were Libris Mortis and Savage Species, but it's as if they intended those to indeed be scaling encounters, but not player options... This changes that.

I would not be surprised if they were imbalanced, from top to bottom they're actually newest to oldest. (So ogre is the newest) The concept came to me and I've been working very hard on it. A monster class system that rewards sticking with the monster progression and not multiclassig, as well as levels 1 to 20 so a campaign can incorporate any monster without overwhelming the PCs... You'll notice I add "class role" as if this was 4th edition. That's to get a general idea of the direction I was taking the class.

Ogre Rage (Ex)
At the level intervals described on the table, you gain either ogre rages per day, or an
esculation to the ogre rage. Innitially the rage is a free action that lasts for 5 rounds.
(1 minute at 19th level) The following effects are granted in an ogre rage.
Least: +4 on attack rolls, +2d6 on damage rolls.
Lesser: +6 on attack rolls, +4d6 on damage damage rolls.
Greater: +8 on attack rolls, +6d6 on damage rolls.

Natural Armor Bonus (Ex) :
At second level, and every four levels thereafter, you gain a +1 commulative natural armor
bonus.

Ogre Resiliance (Ex)
At level three and every three levels thereafter, you gain a commulative +1 bonus on all
saving throws to overcome poison/disease.

Frightening Strike (Su)
With every succesful attack, the target must make a will saving throw DC 17 or become
shaken for 1 minute. At level 11 the foe must make a will save even if the attack is not
successful.
At level 7 the DC increases to 18.
At level 11 your opponent has to make a will save regardless if the attack is succesful
or not.
At level 13 the DC increases to 19.

Trap Sense (Ex)
At fourth level and every four levels thereafter you gain a commulative +1 bonus on
reflex saves to overcome traps and a +1 dodge bonus against traps.

Uncanny Dodge (Ex)
At level four an ogre gains uncanny dodge as a rogue.

Summon Devil (Su)
You can summon a number of any devil with a hit die equal to or lower then your own, with a percentage rate of success as listed. This is a full-round action. You are limited to a number of uses per day equal to your bone devil level in hit die. (For example; a level 20 bone devil could summon a bearded, barbed, and lemure devil. Because their HD amounts to 20)

Natural Armor (Ex)
At 5th and every five levels after that. Gain an additional 1 in natural armor bonus.

Fear Aura (Su)
You scale as listed in the table on the range of your fear aura and how strong the effect. Targets within range make will save DC 10+bone devil level. If they succeed, they are immune to the effects of fear aura for the next 24 hours. This fear effect lasts for a number of rounds equal to your bone devil level.

Devil Drain (Ex)
Whenever you successfully deal damage to a target with your natural attacks, you heal HP as listed.

Bulky Build (Ex) :
Because of their awckward size, wearing armor is difficult for them. Even when they have proficietcy, any armor they wear must be specially built to fit them and costs an extra 50 gold.

Immunity (Ex) :
Earth elemental is immune to fear/charm effects, poison/disease, and doesn't need to breathe or eat. (They still must rest)

Damage Reduction (Ex) :
You gain damage reduction (except against cold and sonic damage) 2 at first level, 4 at fourth, and an additional 2 every three levels after that.

Slam (Ex) :
Your slam is a natural attack that goes up an additional dice at level 5 and every five levels thereafter. Your slam attack can be used in three forms.

Familiar Metals (Ex) :
You gain a bonus to appraise checks if it involves stone or metal equal to your earth elemental level.

Natural Armor Bonus (Ex) :
At level 2, 11, and 17. You gain +2 and then an additional 2 at those levels for the total amount listed in natural armor bonus.

Rock Solid (Ex) :
Starting at level 2, and progressing as described on the table... as a free action, you can deliver with your slam attack rock solid. Rock Solid reduces the damage of the next succesful attck done to you by the striken opponent equal to what is listed. (For example, a level two earth elemental strikes someone with rock solid, their next attack against the earth elemental deals -4 damage.)

Strength Bonus (Ex) :
At level 3, and every three levels after that you gain a +2 then an additional 2 bonus in strength.

Earth Mastery (Ex) :
While you are touching the ground, you gain a +1 bonus to attack and damage rolls. This increases an additional 1 every four levels beyond the 4th.

Heavy Metal (Su) :
Not all metallic minerals are safe. (Plutonium, mercury..) Earth Elementals can, as a free action, deliver a poison with their slam attack.

Fortitude DC: 18. Innitial: 1d4 dexterity. Secondary: 2d4 dexterity.

You must wait one minute before you can use heavy metal again.

Mineral Morph (Su) :
As a free action, you can transform yourself into any metallic matireal (silver, iron, audamantine, etc) for the purpose of overcoming damage reduction with your slam attack.

Regeneration (Su) :
Beggeining at level 6, and every six levels after that increase by one, you regenerate every round as long as you are physically touching a mineral object.

Improved Immunity (Ex) :
As well as previous immunities. Is now immune to all mind-effecting effects, paralysis, stunning, sickening, and nauseated.

Weapon Resistance (Ex) :
You gain a resistance of 10 against damage from all weapons.

Rock Sense (Su) :
At 9th level you can sense the flow of movements beneath the earth, and gain a bonus to listen and spot checks equal to half your earth elemental level. (Rounded down) And cannot become flat-footed while you are touching earth soil.

Change Size, Lesser (Su) :
You can go into smaller size categories then the one you started out in.

Change Size, Greater (Su) :
You gain go into larger size categories then the one you started out in.

Improved Slam (Ex) :
You no longer have to make confirmation checks when you get a crit multiplyer damage.

Dusk Eclipse

2010-06-19, 08:57 PM

Just glanced at your classes to be honest, but I like the idea, though you may wabt to check this (http://www.giantitp.com/forums/showthread.php?t=142724)